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SilverKnightGG

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A member registered May 15, 2018 · View creator page →

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Yeah, I went back and tried it.  I can't believe that didn't occur to me.  Teaches me something about signposting, though.  haha

Wait, can you go into the astral projection at any time?  I only got the popup hint when near those blue walls, so I thought they were what let me do it.

Thanks for trying it out!

Hehe, it's part of a bug I noticed and left in on purpose, because if you get the vase in just the right position as you win, there's a funny result around the time when "The End" has faded out.

Thanks for trying out the game!

The art was nice, actually.  No need to sell yourself short on that.

The wolf got stuck immediately on a wall when I first started, but it unstuck and never got stuck again.  The way it got stuck was funny.  I jumped, and it just hung in the air for a bit before I moved it away from the wall and it unstuck.

I didn't do very well playing this.  Being left-handed, my coordination for a game like this not using a controller is basically non-existent, but it looks like it's pretty fun to play.

The art and overall presentation are the greatest strengths here.  The gameplay was awkward.  Not being able to click and hold down the mouse to keep moving toward it felt odd.  Other than that, it was pretty nice.  Not sure if intended, but it's possible to just keep playing past the 'win' as long as the restart button isn't hit.

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So...  I get where this is going, but...  If you're going to have a player do some repetitive task to reach a goal, it helps if that task is not relatively monotonous retreading of the same area over and over while doing basically nothing else and seeing no end in sight.  Even the redness seemed to stop getting redder after a while.  I took this to mean I was 'ready', because there's literally no other indication whatsoever.  perhaps the note changing every once-in-a-while might even be enough.  I'm not sure.

This seems like it could be molded into a fun concept, but it's just not quite there yet, sorry.

The music, atmosphere and controls were all the best parts, and fit very well for what you are trying to do here, though.

I can see this being very fun, but every time I start I get shot at for a while before it lets me even turn to see what's happening.

If you can identify and alleviate this issue, reply here when you do and I'll try it again and re-rate the game!

This absolutely blew me away!  I loved it.

I was super confused at first, but then I realized the stars that moved during the storm were all the birds.  I was still confused until I accidentally made one of them join the constellation.

My brain is old and crap, but I had fun the whole time!

WTF did I just play?  That was awesome.  Had to slap myself to get the smile off my face!

Simply a-maze-ing.

I just can't play it well.  Not your fault, my hands hurt already from trying so many other games so far.  I have carpal tunnel.  I'll just say, it was fun and very smooth for what parts of it I was able to get to, which wasn't much.  Made me feel old.  lol

Shmups are always fun.  Consider adding to it.

One hit seemed to always instantly kill me, though.

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Sweet you found the bug easter egg at the end!  That wont happen every time, but when it happened while I was testing, I HAD to leave it in.  It was too funny.  It's actually trivially easy to fix, but my heart wouldn't let me do it.  :P

That growing animation is a texture in a Line2D with its points animated with keyframes in an AnimationPlayer, in case you're curious.

I intentionally built this version to use the page as its load/unload this time around.  You can always hit escape to jump back to the starting screen at any time.  Cheers.

Get back in there and debug quickly.  You can fix things and re-upload or patch!  There's still time!  If you reply to this letting me know you've updated with fixes, I'll check it out again and re-rate it.

Rather fun and addictive.

I for some reason got a LOT of slowdown at odd times, especially when the vertical beams for that first boss appeared the first time, and right as I died the game just slowed to a speed of like 2 fps or something.  I suspected there might be some intentionally bullet-time stuff in the game, but those two occurrences felt odd.

Other than that, this is a solid (if relatively simple) twin-stick shooter with the fanciness dialed up.

Ah, I see you found my hidden narrative there.  haha

If you play again to "The End", let me know if the special easter egg (bug I left in because it's funny) happens.

Thanks for trying it out!

I think there's a version of this that gives some hint like a riddle to help the player just a bit.  Something that gives very loose shape or form hinting in its solution.  Aside from that, this plays solidly.  I liked the touch of how the needle works.  I could suggest using a tween with easing for it would make its follow of the mouse cursor look buttery-smooth, that is if it's being rotated rather than using different frames for each angle.

If you're ever interested in a collab on a jam, let me know!

Solid clicker here.  No notes.


Notes:

I lied, i have notes.

The aesthetic is my favorite part.  I adore retro pixel 'dark background' games for some reason.

The starts on the actual background could have been perhaps dulled just a bit to allow the ones that need to be clicked to pop out.

My carpal tunnel flared up while playing: -1 point.  :P

That is a lot of cookies...

Good game concept here.

Enjoyable controls and game concept, but I never made it past the astral projection part.  It seems to not actually provide anything that helps.  Wondered around a bit in the 'ghost' form.  Followed the dotted line, and even just meandered around.  Hitting shift again always took me right back to where I started 'projecting' from.  I couldn't see anything else to do.  I do really like games like these, but I am 'dumb' when it comes to modern or even retro platformers and the commonly understood things in them.  So, it might just be there's something assumed about what the player will know to do here that I don't know.

This was rather addictive, I have to say.  I really want to suggest improvements, but every time I think of one, it occurs to me that it would change too much about the game that's important.  The split attention part of the game was hard, but not impossible to overcome.  However, dodging while managing the blocks did get kind of insane.  I also didn't realize collecting too many in storage would cause damage.  Even though for most of the time I didn't know what I was even doing, it was still a lot of fun to play, and I figured it out eventually.

I certainly enjoyed the concept of this.  I started very confused, but there's definitely a game under here.  This is the kind of idea that could make for an insanely addictive mobile game, I'll bet.

Just pushed an update if anyone is interested in seeing what parts didn't make the deadline, and got further-delayed, as well... (My fault, not the artists'.)

I totally agree.  The fuel concept was meant to have a lot more impact (abilities each fuel granted, etc...) but I had to cut those features.  Iran out of time.  Thanks for taking a look!

Yeah, I would love to know why this happens for embedded games on Itch.  My builds for desktop and the game in the editor do not do this.  It seems to have something to do with exporting for web, or with embedding here.  I have not figured it out yet.  Thanks for taking a look.  Yeah, this game ended up being mostly a demo of what we can do with shaders and music and my own simple ad-hoc physics that I wrote.

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Before I even try this, I have to say, I'm super jealous.  I didn't think I'd be able to pull off a game of this genre, myself, so I haven't really given it a shot yet.  I'm a big Godot-dedicated dev, and so far I've limited myself to much smaller games.  It would be awesome to work on something like this at some point, though.  Congratz on having the chutzpah to take this project on.  I'm looking forward to trying it out and giving feedback!

Nice.  I gave it a shot.  It seems like you have the basic combat system working okay.  Hit me up if you want some tips, or hop on over to the gdquest discord and ask there.  Lots of helpful folks answer questions every day.  You'll probably run into me there, too.  One of my hobbies is helping out Godot learners!

I like calligraphy, too.  I just have trouble with reading it that I didn't have when I was younger.  My eyesight is fine, but my brain just starts getting lost when fonts are too small or the kerning/style makes the glyphs harder to quickly distinguish.  At least you didn't squish the lines together vertically like some typing tests do with their paragraphs of text.  I can't handle those at all.  lol

Thanks for trying it out.  Sorry for the late reply.  I honestly wasn't sure those little pieces were such a great idea.  I could have given them shadows, but I was sort of worried about having that many shadow-enabled objects on screen at a time (since the headlights required having four active sources at once for how they were casting shadows).  I originally had the room basically pitch black, but the colors ended up much more washed-out in the lights than I liked, so I left the room just very dim, instead.

Sorry for such a late reply.  No the game should just play in the embedded window.  I have no means to reproduce issues that may occur on other systems at the moment.  It's Godot Engine v4.3 exported for web.  I appreciate the heads-up, since I was unaware this could have issues like you mentioned.

Those dogs are quirky.  They abuse a sort of side-effect of physics layer shenanigans.  As a result, some weird behavior will emerge under the right (or wrong) circumstances.  You can sometimes swing them around.  I knew about this quirk a long time ago, and deliberately used it here, because I was hoping it would make people laugh.  I'm thinking it just doesn't get a chance to happen that often, though.  Try letting the dog "bite" for a half-sec of sitting still, and then turn in place.  Sometimes they will "stick" to the collision point, and you can swing them around the bot.  My intent was for that to simulate them sinking their teeth in and not letting go in a funny way.

It's halloween.  That house hasn't been lived in for years.  It's haunted by a demon robot vacuum cleaner that somehow still cleans the floors to this day!  The animals are just squatters.

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Dan kicks butt at music.  Thanks for trying it out!

Thanks for the feedback and for trying it out.  Movement was a real sticking point for me.  I wanted to give the authentic robot vacuum experience, and since my imagination tells me they can't turn and move at the same time, that's what I went for.  I have no idea if they can in real life or not.  :P

Why....oh why does it suggest "R" when I've got the magnet on something?  My monkey brain had to re-read the instructions to figure out why it wasn't working.  lol
Very chill and fun concept, and the execution of the style and gameplay are quite good, as well!

Took a few tried on that last one.  Nice chill music and solid execution on the limited moves puzzle.

Fraid I couldn't be asked to do that last one.  Solid puzzle game, though.  Chill vibes.

TFW your planetary defense suffers from crippling carpal tunnel syndrome.  :P

Great that you got a survivors-like working in that amount of time, and fun that it involves something other than slaughtering monsters!  Not that there's anything wrong with that.  It's just fun to see genres wrested free of their origins once in a while.

I liked the look and feel of it.  It was not easy to figure out what to do at first, though.  Music is pretty chill, too.